FfH2 0.11c Bugs:



After researching fanaticism, I could change my civic to Crusade although I am not playing as Bannor. This was only possible right after researching it, not through the civis screen.
 
Did you check to see if it actually allowed it? Pop-ups will also show for the religion-specific civics when you don't have the religion, but you won't be able to switch to them. That confused many people until we added the "XXX only" tag, which seems to appear correctly here.
It would probably be best if we could remove the pop-up if it wasn't relevant, don't know if that is possible, though.
 
woodelf said:
I think Pact is what it's supposed to be. You're making a Pact and thus get some free Giants to kick ass with. :)

Well, I've seen it as both. If it's supposed to be "Pact", then why did it change to "Pack" with version "b"? If that was an error, I guess I just missed it on the boards.:confused:
 
Corlindale said:
Maybe Alexis was neutral at the time. If she also used Kilmorph her alignment would have switched from evil to neutral, and when you switched to Veil from Kilmorph you'd then receive a double hit in diplomatic relations -being evil while she is neutral, and being Veil while she is Kilmorph. I don't know if this was the case, but it would seem a likely explanation.

You are perfectly right.
It was me who spread the Runes to her, in the first place.
 
Corlindale said:
Did you check to see if it actually allowed it? Pop-ups will also show for the religion-specific civics when you don't have the religion, but you won't be able to switch to them. That confused many people until we added the "XXX only" tag, which seems to appear correctly here.
It would probably be best if we could remove the pop-up if it wasn't relevant, don't know if that is possible, though.

yep I did, and I could indeed change to crusade.
 
Horacio said:
2. In my last game I played as Perpentach from the Balseraphs and due to financial problems had to play as Runes for a very long period.
When I finally switched to Veil (I mean he is bad, isn't he?), Alexis from the Calabim paid me a visit and cancelled trade agreements because I was now evil.
Hello, shouldn't I get a relation bonus towards the Calabim by becoming evil???
I had this issue in the opposite direction ("Evil" civ liked me for being good because they adopted Order) and asked Kael about it. Religion can change the alignment of the race. so if the Calabim had adopted something besides OO or Veil, they would have had an alignment shift and may have preferred you to be good! confusing, yes, but I think its a good role for religion to play.
 
BeefontheBone said:
@pa12ick: What's wrong with that? Read the description, it sounds right to me. You reckon it's meant to be "pack" or something?

Oh, and if it's "Pact" then shouldn't it be "Pact WITH the Nilhorn"?
 
I brought this issue up after playing a game with the 'b' mod. Basically, I couldn't understand how AI civs were allying with the barbarians. The latter were attacking me with relish (playing Prince with raging barbs) while they ignored Jonas Endain's crew, for example.

One member was nice enough to point out the reason was that Jonas Endain had the BAR trait which meant peace with the barbarians.

I started another game using the 'c' mod today... and same story. Only this time Sheelba has the BAR trait and thus, peace with the barbarians.

Not a bug, but I think a balance issue. If you enjoy playing with raging barbarians, and who doesn't, this BAR trait really renders the feature obsolete.

There is no way you can catch up to the AI Civ with the BAR trait who is busy exploring the map and expanding its Civ with impugnity while you are fending off waves of barbarians.

Yes, I suppose you could pick and choose the AI Civs to eliminate those with the BAR trait, but I think part of the fun (for me anyway) is selecting RANDOM and enjoying the surprise of seeing who your competition is. Unfortunately, it seems at least one Civ with the BAR trait is always selected.

I suppose this would cause a slight balance issue without selecting raging barbarians too, but not nearly as much.

Anyway, I still play one other game without raging barbarians, and that is great fun. But, I wish there was some way you could select raging barbs in FFH2 and stay in the game with Civs having the BAR trait.

Any suggestions are welcome. :) :)
 
pa12ick said:
Oh, and if it's "Pact" then shouldn't it be "Pact WITH the Nilhorn"?

Maybe The Pact with the Nilhorn? or Pact of the Nilhorn? I agree as is it's a little funny sounding.
 
Sarisin said:
I brought this issue up after playing a game with the 'b' mod. Basically, I couldn't understand how AI civs were allying with the barbarians. The latter were attacking me with relish (playing Prince with raging barbs) while they ignored Jonas Endain's crew, for example.

One member was nice enough to point out the reason was that Jonas Endain had the BAR trait which meant peace with the barbarians.

I started another game using the 'c' mod today... and same story. Only this time Sheelba has the BAR trait and thus, peace with the barbarians.

Not a bug, but I think a balance issue. If you enjoy playing with raging barbarians, and who doesn't, this BAR trait really renders the feature obsolete.

There is no way you can catch up to the AI Civ with the BAR trait who is busy exploring the map and expanding its Civ with impugnity while you are fending off waves of barbarians.

Yes, I suppose you could pick and choose the AI Civs to eliminate those with the BAR trait, but I think part of the fun (for me anyway) is selecting RANDOM and enjoying the surprise of seeing who your competition is. Unfortunately, it seems at least one Civ with the BAR trait is always selected.

I suppose this would cause a slight balance issue without selecting raging barbarians too, but not nearly as much.

Anyway, I still play one other game without raging barbarians, and that is great fun. But, I wish there was some way you could select raging barbs in FFH2 and stay in the game with Civs having the BAR trait.

Any suggestions are welcome. :) :)

If you have the barb trait you obviously are missing another one. Also, your scouts will never capture animals, you'll never get cheap xp by having goblins mindlessly attacking your fortified archers, and you'll never pick up free cities that the barbs own. I agree on raging barbs the AI might get an advantage in early settling, but they are missing out on some pretty nice bonuses as well.

I think it's balanced fine other than you should be able to attack animals without declaring war on the barbs. Silly, but I think it's a core issue. :crazyeye:
 
nice one with the new mod

Firstly the Mana concept is BRILL, even if i dont understands its levels properly without coming back to the forum FAQ :p ... cant wait till the pedia is updated

some things i noticed on a couple of quick plays:

- The elven archers bug as mentioned before, why are there two types of elven archer? Is it also possible to make the unit actually worth its production cost?! Regular archers are useful for the city defense bonus, which the elven archers dont get, and dont get anything similar in value. Hated playing as the civ with elven archers (replacing my city defenders until longbowmen) as specialist units cause they are a complete waste of time imo.
- Is there an issue with undead units as police? My drown have no effect on the population of my cities, who still 'want military protection'.
- Why are there three different types of 'Summoned' promotion?

Anyways, top mod as ever... (off to play FFHI tho...for a couple more releases at least :p)
 
Horacio said:
Hello everyone,

1. The problem with the Ashen Veil Temples causing CtDs is obviously still around.
I play on huge maps with epic speed and therefore my empires tend to have many cities with loads of buildings.
I have never had any CtDs except for when I played with the Veil.
Usually around the time when I am ready to build Mardero I can count the turns until a crash happens.
As a matter of fact I have never seen him in action, because by the time I get close to having him or bringing him into position for an attack the game will crash every couple of turns, thus making it unplayable (unfortunately I do not have a savegame).

I play with the same options as you do (Epic speed, Ashen Veil, lots of buildings in every city), and I had that problem as well in 0.11a and 0.11b. I haven't tried 0.11c yet, but the changelog doesn't mention that this CTD has been fixed. This upsets me a bit because every time I start to get the really cool units (Archmages, Liches, Mardero) I must abort the game. I've never seen a 3rd level spell in action yet...

I have supplied a savegame of 0.11a in which this occured after a maximum of 2 turns (sometimes even on load, often after ending the turn and sometimes when I selected the next construction in the popup menu on the start of the next turn). Unfortunately, 0.11b was released just when I uploaded the savegame here and it seems to have been ignored because it was outdated.

I think I'll play one more game, now in 0.11c, and I guess I'll reach the point where it gets unplayable before the new patch comes out. Maybe I'll cheat a little as it's really tiresome to build up a working economy and start all over when the greatest fun begins.
 
Is Valin suppossed to abandon you when use the 'Crusader' civic? Because he left me when I did that. :(

Also, what does the 'Hope' and 'Loyalty' spells actually do?

edit: Sphener abandoned me as well when I adopted to crusade. Is this inteded?
 
Not sure about Valin. Haven't explored that side of the mod yet. Sounds like it would probably be an over sight though.

In regards to the Spells though:
+Sorcery 2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city. (Loki)
+Sorcery 1. Loyalty- grants the Loyalty promotion to all units in the same tile, units with Loyalty will die before they are converted to other civs.
 
Well I had a CtD I was useing Ashen Veil with the Vampires. I had just finished researching Infernal Pact and the pop up menu for the research tree comes up. I reloaded a couple times and no matter what research slection I choose it Crashes. I have attached 2 save game files from the auto save the one right at the crash and the one 4 turns earlier. These are both .11c version.

Hope this helps. If you need more information on what I am running the game on or anything like that PM me.

Just a note to others...remember this is a beta, you can't expect every bug to be fixed right away. It seems to me these guys are putting a hell of alot of work into this for our enjoyment/fun. Go easy on 'em if they don't get these crashes fixed right away.
 
Hello,

I need some help. I have been experimenting some corrupt graphics with the following units: Pyre Zombie, Lizardman Druid, Elven Immortal, Infernal Lord, Law Bringer, Fire Elemental, Losha Valos, Elven Macemen, Sect of Flies, Goblin, Skeleton, Treant and Orc Spearmen, as showed by the following picture:

my.php


Other units like the others lizardmen, the Executioner, the Orc Axemen, the Doviello Axemen, the Elven Rider, the Elven Paladin, Basium and the Elven Warrior change models when walk. Basium, for example, is a blue-skinned warrior when static and a floating helm and skull club when walking.

I hope anyone can help me and congratulatins, again, for the mod.
 
Orthus seems to appear very early in the game. He attacked me when I had only 2 cities and 2 warriors defending them, and at that point I had'nt even seen any ordinary barbarians yet. Despite quickly setting my research to 0% and using the money to upgrade Branding to a Warrior with a gazillion promotions and Melusine to an Adept that could cast all buffs imaginable on him, Orthus still slayed him and destroyed my empire easily. He already had his Combat V promotion at that point, he was completely unstoppable.
 
Playing as Ljosafar, I have been worshipping Fellowship of Leaves, with the "Guardian of Nature" for around 100 turns, and don't have a single ancient forest yet.
 
Corlindale said:
Orthus seems to appear very early in the game. He attacked me when I had only 2 cities and 2 warriors defending them, and at that point I had'nt even seen any ordinary barbarians yet. Despite quickly setting my research to 0% and using the money to upgrade Branding to a Warrior with a gazillion promotions and Melusine to an Adept that could cast all buffs imaginable on him, Orthus still slayed him and destroyed my empire easily. He already had his Combat V promotion at that point, he was completely unstoppable.

Just bad luck, I guess. Same thing happened to me last week. Had the craziest starting position with 2 gold, reagents, cows, grassland river, corn, copper. Orthus comes out of nowhere and eats my scout. My two fortified warriors were wetting their pants, so I just world builder'd Orthus' ass into oblivion.
 
I've been really enjoying this mod, however I have a savegame which crashes at the end of the turn or in a few turns after that. It must be something the AI is doing (perhaps creating a building or unit). I'm attaching the savefile.

I tried to use the 'transmutation' spell but i couldn't get it to change from copper to gold. I tried with and without mines, on a plain and a hill.

I tried to use smartmap with this mod, but it seems I always end up with very few mana and mithril resources about one or two each, in a 6-8 player game. I'm not sure how many are suposed to appear, but having so few really limits the available types of mana. Of course it might just be the map script.

Ok ,that's all for now.
I'm really enjoying this mod, despite the crashes, so thanks! :goodjob:
 
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